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| Yayhya04-10-07, 01:34 PM | The Primrose Way Seek you The Primrose Way, the way of life, the way of death, the way of hope . . . The Primrose Way has laws they are written here know them and you shall know your self, forget them and your death shall come quickly: The laws of the Primrose Way: 1. Life and death matter not, it is your actions that count upon this road. 2. Your strength is the sum of all your skill. 3. DO NOT SEEK TO HARM ANY OF THE PRIMROSE 4. The Primrose way is the only way forward, seek not to return whence you came. 5. Your blade is never stronger than the Primrose, never forget this. 6. The path is safe. -Inscription on the Monolith in the Chamber of the Beginning- Terminology: Acrocomidon: The mythic artifact with the power to summon the Gods. The only Reference to it is a monolith in the Chamber of the Beginning, which says. “The Acrocomidon shall be your salvation, your final answered prayer to your lost Gods . . . you way back.” Arcanite: A magic user, though they use their silver tongue as often and as skillfully as they wield what little magic their still is in the realm. Haven: A large walled city in which the mortal most of the remnants of the moral races live in. The Barrens: the lands outside the Haven walls The Chamber of Stars: The fabled “end” to the Primrose Way, it is the ultimate goal of all Walkers to find it for it contains the Acrocomidon, the mythic artifact with the power to summon the Gods. The Chamber of Stars is one of the seven mythic Chambers two of which have been discovered, the other five remain hidden with in the unexplored depths of the Primrose Way. The Chamber of the Beginning: The first of the seven chambers and the first of the two The Seven Chambers: A series of seven chambers with in the Primrose Way, that are sad to lead to the Seven Chambers, the Chamber of Stars. Each chamber houses a clues to the location of the next. The Gods: All the Gods of old that abandoned the mortal races. The New Gods: A set of “fake” Gods, that are worshiped by cults, the powers that are attributed to them are often the result of powerful monsters. The Primrose Way: The extensive underground series of connected caverns the Gods fashioned under the living mountains before they left. To craft the Primrose Way the Gods carved out the caverns and took pieces of the old world and built them into the caverns working parts of the old into the Primrose Ways, they took temples and dungeons seemingly at random and wove them into the Primrose Way. The Sundering: The Gods punishment for the mortals continued disobedience, and arrogance, the events starting with the Nine Plagues and ending with the creation of the Primrose Way and the Gods departure. The Tribes: Groups of mortals who live outside the Haven Walls, usually lawless groups. The Way: The Primrose Way Underdwellers Those who live in the Primrose Way. Walkers: Adventures who explore the Primrose Way. The tale of The Primrose Way Long ago the world was filled with wonder, and magic. But though folly of the mortal races, they sought more than was theirs by right. This angered the gods. They brought upon them selves the wrath of the Gods. To punish them the Gods sent to the land nine plagues to warn the mortal races. The nine plagues of old are in order: 1. Storms of wind and water rose from the sea. 2. The land woke and moved. 3. The land brought forth fire. 4. Clouds of storm filled the sky and fire was rained from the heaves. 5. Pestilence and blackened skin 6. Strife and chaos 7. The sundering of the land 8. The growth of the living mountains 9. The calling down of the heavens After the plagues they sent their avatars to walk upon the mortal races and to see if they had learned of their folly and their place. To the Gods dismay the mortal races had not learned, so the gods left the realm as the left the striped the world of its magical might, reducing it to a pale ghostly shadow of its former glory. The world was in flames, the land refused to remain quiet and often moved at its own will. The Havens were filled with fire and water. The seas boiled and the cites of the mortal races were abandoned. In time the land slept once more, the Havens no longer rained and the seas returned to normal. Magic was found but greatly diminished, no longer could one wield the powers of the old Mages. The mortal races feared the coming age and came together it great cities, Havens, as they are called, with in the safety of The Primrose Way were these cites built. Aww yes the Primrose way . . . it is our only hope, and are greatest fear. It is the path the gods left us so that we may redeem our selves, a dark and winding labyrinth beneath the feet of the living mountains. We reside with in The Primrose Way, for fear of the out side. The mortal races have built great fortresses with in the path. Few dare explore its depths of those who have fewer still return, those who do speak of wonders the mind can not comprehension, and of horror so vast and terrible that the shake a mans soul and shatter his mind. We are not alone in these depths . . . no Man, Dwarf, Elf, Gnome, Hafling we share them with others. The Orc, Goblin, Troll, Ogre, and others live here, we must constantly be on guard lest the take from us what we have worked so hard to raise from the bare and dead stone. The Havens, these are our cites, you’d do well to stay near one for the depths of The Primrose Way hold many a entity ready to devour your flesh, mind and soul. It is here we make our living, here that we fight day and night the curse WE brought down upon ourselves. We raise livestock, farm, and barter, we go about our daily lives in much the way our ancestors did. Save we have no magic to help us, we live under the ground, and we fear everyday is filled with fear. This is our lot in life, though some seek to change it, those that walk The Primrose Way, Walkers as they are called by the common folk, these are mortals that offer us hope, a thing we have forgotten. The Walkers venture deep into the Primrose Way, and bring back treasure, items of power and necessities for life. The Gods of Old granted us one last gift before they damned us here for our sins, the sun crystals. Clear crystals that glow with a bright internal fire, they give off a fire like that of the sun. It is by these that we grow our crops, they are rare and highly valued, wars have been fought over them. They are two valuable to use for lighting, for that we use oil and fats harvested from the dead animals. Our land is a harsh one, we know this and we strive to live day by day. We seek to make out life better . . . each on in our own way. The ultimate goal of all Walkers is to find the Room of Stars, the hidden resting-place of the Acrocomidon, an artifact the Gods gave to the mortal races as the left the world in disgust at our own arrogance and folly. The Acrocomidon, has the power to save us, no one knows what it is or the power it holds, nor the location of the Room of Starts. Only that the Gods granted them to us as a sign of faith that we may one day redeem ourselves, and prove to them that we are worth for there guardianship. |
| Yayhya04-10-07, 01:58 PM | Races Core races: PHB Humans: remain unchanged. Dwarves: remain unchanged. Elves: Favorite class changes to Arcanite. ½ Elves: Unchanged though they look like a normal Human, and are extremely rare. Gnomes: Live eking out an existents in small clans around volcanic vents and often raise animals. ½ Orcs: Extremely rare, and due to societal stigma they do not live in or often enter the Havens, their mothers were almost always raped by marauding Orcs. Other wise they are the same as normal. Halfings: Normal MM Goblins: Normal, they live out side the Haven walls, and are only really accepted in Egaia. Kobolds: Same as goblins. Non-Core races: Frostburn Neanderthals: Same as normal, they too live out side the Havens. Savage Species Anthropomorphic Rat: -4 Str +2 Dex +4 Wis -4 Cha, small, 15 ft favorite class rouge. Minotaur (SS P. 27) Ogre (SS P. 189) Troll (SS P. 199) Any Anthropomorphic Animal with a LA+0 Using the rules from Savage Species MM Bugbear Gnoll Gnome Grimlock Hobgoblin Kuo-Toa Lizardfolk Lycanthrope Minotaur Ogre Orc Troglodytes Troll MM2 Desmodu Yak Folk Any other race a PC wishes to play must be approved by the DM and have a LA of +0 |
| Yayhya04-10-07, 09:45 PM | Classes in The Primrose Way Setting Core Classes Barbarian Bard (Changes see below) Cleric Druid (I'm currently re-working druid so that it will fit with the theme and flavor of the setting) Fighter Monk Paladin (Changes see below) Ranger (Changes see below) Rogue Sorcerer (Replaced by Arcanite) Wizard (Replaced by Arcanite) Complete Adventure Scout Complete Warrior Swashbuckler Dungeinscape Factotum Heroes Of Horror Archivist Savage Species See the races section NEW CLASS: The Arcanite Arcanite http://i15.photobucket.com/albums/a375/Maestro-Sorceres/Profeciones%20Del%20Tibia/sorcerer.jpg “I wield a power far greater than the sword you hold in your hand . . . a power you can not begin to comprehend, let me pass and you shall survive un-sacred.” -Anonymous Arcanite, in a confrontation with a guard.- A low magic, Magic user one who wields magic even as it is lost to the world, a relic some may say but in a world with little magic the Arcanite is a powerful foe, and even greater ally. The Arcanites delve deep into the magical lore of the land studying and researching endlessly, they use what magical power that is still available in the world, their inner will power and for a large degree their ability to move people socially and diplomatically. An Arcanite would much rather talk things out then fight to the death, this said it is some times easier to kill ones foe then talk to it and Arcanites will see this and act accordingly. Abilities: Intelligence is what powers your spells and research is all important to the Arcanite, wisdom for will saves and for social interactions along with Charisma. Strength, dexterity and constitution are not your focus, nor should they be Arcanites do much to avoid direct combat. Races: Any though Elves are natural and Dwarves rarely become Arcanites Alignment: Any. Starting Gold: 4d4 Starting Age: As wizard Class Skills Bluff, Concentrate, Craft, Decipher script, Diplomacy, Gather information, Intimidate, Knowledge, Listen, Profession, Speak Language, Spellcraft, Use Magic Device. Skills at 1st Level: (4 + Int) x4 Skills at Each Additional Level: 4 + Int Hit Dice: d4 BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Staff, Magic User (1) 2. +1 +0 +0 +3 3. +1 +1 +1 +3 Feat, Magic User (2) 4. +2 +1 +1 +4 5. +2 +1 +1 +4 6. +3 +2 +2 +5 Feat, Magic User (3) 7. +3 +2 +2 +5 8. +4 +2 +2 +6 9. +4 +3 +3 +6 Feat, Magic User (4) 10. +5 +3 +3 +7 Thy Will Be Done 11. +5 +3 +3 +7 12. +6/+1 +4 +4 +8 Feat, Magic User (5) 13. +6/+1 +4 +4 +8 14. +7/+2 +4 +4 +9 15. +7/+2 +5 +5 +9 Feat, Magic User (6) Thy Will Be Made (1d4) 16. +8/+3 +5 +5 +10 17. +8/+3 +5 +5 +10 18. +9/+4 +6 +6 +11 Feat Magic User (7) 19. +9/+4 +6 +6 +11 20. +10/+5 +6 +6 +12 Thy Will Made Manifest Armor Weapon Proficiencies: All simple Staff: Upon becoming a first level Arcanite, the Arcanite is given or chooses a staff for him self. This staff is treated as a normal quarterstaff, but is a symbol of the Arcanite power and status. Also to work there magic the Arcanite must be holding his staff. Magic User: Magic manifests itself in many ways, often in very subtle ways or as a simple little spells. At first level an Arcanite can cast any 0 and 1ST level spell that they know, an Arcanite is limited in the number of spells they can cast (spells per day) see below. The number in prentices is the highest level spell that the Arcanite can cast. Thy Will Be Done: By studying obscure arcane texts you gain moderate insight into the mind of mortals and combined with the magical skills an Arcanite already posses you are able to manipulate the minds of others. A number of times per day equal to the Arcanite intelligence modifier, the Arcanite may chose a target with in 30ft that he can see. He forces the target to make a Will Save vs. the Arcanites bluff check. If the Arcanite wins then the target acts as though they were a friend of the Arcanite. This does not grant them any knowledge they would other wise not have. (They do not know that the parts fighter is friend of the Arcanite or similar information, unless they make a intelligence check). This lasts for 1d4+2 rounds, after which the target resumes to its normal behavior. Should the Arcanite fail the check then they can take no action for 1d4+2 rounds. Thy Will Be Made: As the Arcanite studies further into the depths of magical knowledge the Arcanite begins to tap into the power of their own will and combine this with their growing magical prowess. A number of times per day equal to the Arcanite intelligence modifier, by force of will You may add 1d4 to any d20 roll a number of times per day equal to your intelligence bonus. At 20th level this increases to 2d4. You may not use this ability on the same roll more than once. Thy Will Made Manifest: Through continues study you have mastered your will and melded it with you magic to form an awesome power. A number of times per day equal to the Arcanite intelligence modifier, by focusing his will an Arcanite can deal damage to or heal a target with in 30ft that he can see, he deals, or heals 6d6+intelligence modifier. Spells per day: As a sorceress of equal level. PLAYING AN ARCANITE Religion: The religion of Arcanites varies from Arcanite to Arcanite, but most are followers of the Arcanite Way, or do not have a chosen faith. Other Classes: Interactions with other classes depend on the individual Arcanite. Combat: Arcanites stay in the back and work there magic. Melee combat is the worst case scenario for an Arcanite, and many would rather be take prisoner then face it for they know that in melee they are powerless against a fighter or even a rogue. Due to this many Arcanites have what might be called cowardly traits, some surrender quickly sell out their comrades or what not, though a few do have a more honorable code of conduct. MORE TO COME!!! |
| Yayhya04-11-07, 01:26 PM | SKILLS The fallowing changes are made to the core skills: 1. Disable device and Use magic device becomes Use Device. (Int) 2. Fighter types can use intimidate as if it were based on strength rather than charisma, as can anyone else with a strength score over 16. 3. Hide and Move silently become Stealth. (Dex) 4. Listen, Search, and Spot become Perception. (Wis) 5. Open Lock and Slight of Hands becomes Security. (Dex) FEATS to be added soon |
| Yayhya04-11-07, 01:28 PM | The fallowing are the monsters found in the Primrose Way setting, as of now. MM Aboleth (rare underground lakes) Animated objects (relics of ages past) Assassin Vine Bugbear Dire Animals Dwarves Elves Ghost Giant (all from the MM) Giant animals Gnoll Gnome Goblin Golem (relics of ages past) Grimlock Haflings Hobgoblin Kobold Kraken (rare underground lakes) Kuo-Toa Lizardfolk Lycanthrope Mind Flayer (Normal) Minotaur Mummy Ogre Orc Shield Guardian (relics of ages past) Skeletons Swarms (minus hellwasp swarms) Treant (really rare only found in rare underground forests) Troglodytes Troll Worg Zombie ALL Animals from MM Chapter 2 ALL Vermin from MM Chapter 3 MM2 Desmodu Desmodu Bats Dire Animals Legendary Animals Razor Boar Yak Folk TEMPLATES Half-Golem (relics of ages past) Monster of Legend Titanic War Beast FF Century Worm Dark Ones Lucent Worm Spectral Lurker Tunnel Terror EPH Mind Flayers, Psionic (rare) Lords of Madness Elder Brain (rare) Mind Flayer, Ulitharid (rare) |
| Yayhya04-11-07, 01:29 PM | Havens There are seven Havens, each one is a fortress city that is built into the side of an enormous cavern (at least a hundred miles wide and tall). Each haven is partly carved from the cavern wall, and partly built from stone, metal and what little would could be had. The walls of a Haven are its first line of defense and as such are often twenty or more feet thick. After this each Haven is different from the rest. Vladaavog: (Human dominant) Population: 23,412 (22501 Humans 511 Hafllings250 Dwarves, 150 Elves) Government: Monarchy, current ruler King Ptaos the third, his son Djent the fifth is first in line to the throne. Relations: Religions: No official religion though all religions are welcomed with in the Haven. Alignment: Lawful neutral Language(s): Common, Dwarven, and Elvish Favored Classes: Any Favored Weapons: Long sword and Long bow Favored Armor: Breast plate and heavy steel shield Cultural Skill: Appraise, Bluff, Craft, Knowledge (farming) Cultural Feat: Skill focus Technology Level: Basic Exports: Foodstuff, livestock, and other farm goods. Economy: Barter based. Monetary limit: 10,000 Gold Description: Vladaavog is a farming community, the entire Haven serves as a giant farming complex, each citizen in some why contributes to the farm. Some are farmers, others serves as laborers, and so forth. Vladaavog is carved out of the stone wall of he cavern it is in. Large tunnels led far under the Haven to large man made caverns where crops are grown and livestock raised. Most of the food is grown here, while each Haven has it’s own farms and livestock pastures, Vladaavog represents the largest such area. Vladaavog trades with all the other havens for the items and goods it needs. Because of such it has standing treaties with all the other Havens stating much the same thing, should any enemy attack Vladaavog then the other Havens would hasten to its defense. Luaa (Elf dominant) Population: 11,523 (11,235 Elves, 189 Humans 76 Halfings, 23 Dwarves) Government: Republic, ruled by a counsel of nine each elf over the age of 110 is allowed to vote on issues brought before the counsel. Relations: Religions: The Arcanite Way Alignment: chaotic good Language(s): Predominantly Elvish, any Favored Classes: Arcanite (new class) Favored Weapons: Long bow, and rapier Favored Armor: Leather Cultural Skill: Decipher script, Gather Information Knowledge (all), speak language Cultural Feat: Skill focus. Technology Level: Basic Exports: Knowledge, books. Economy: Auction style. The Elves don’t care whom the sell what to only that it is the highest bidder. Monetary limit: (only the Counsel of Nine really know, the Highest price the Elves ever paid for an item, 875,000 gold) Description: Luaa, is a massive Haven perhaps the biggest, though only the Counsel of Nine would truly have any hope of knowing for sure. The entire Haven is a giant library, residential areas are small and often build off of a hall filled with bookshelves. The Elves here seek to collect and quantify all the knowledge that is to be found in the realm, as such they often employ walkers to seek out secrets or items and bring them to them for study and to be cataloged. Luaa trades with all other havens, but the Counsel of Nine is very controlling about what it will allow to be sold Siegienna (Dwarf dominant) Population: 11,709 (10,527 Dwarves 958 Humans 212 Halfings 12 Elves) Government: Monarchy, ruled by three kings all are equals and as such the must agree upon any course of action. King Darius the second King Udenvern the First King Neferhan the Eighth. Relations: Religions: Worship of the All Father Alignment: Lawful Neutral Language(s): Dwarven Common. Favored Classes: Fighter Favored Weapons: Any axe or Hammer Favored Armor: ½ or Full Plate mil Cultural Skill: Craft (Arms and armor, blacksmithing, engineering, metal working etc) Knowledge (same as craft) profession (blacksmith) Cultural Feat: Skill Focus, Weapon Focus Cultural Feat: Skill Focus, Weapon Focus Technology Level: Basic Exports: Armor and Weapons. Economy: Entirely free market. Monetary limit: 500,000 Gold, the Dwarves refuse to pay any more for any item. Description: One of the two Dwarven Havens, Siegienna was built upon a vain of adimantium and other metals, though this vain has long since been mined out the area is filled with metal and minerals, so the dwarves have stayed and over time built the fortress that is now Siegienna. It is here that dwarves practice the crafts of metal working, the forges ring day and night filling Siegienna with the sound of metal striking metal, the air is thick with smoke from the great furnaces. Chenal (Human Dominant) Population: 35,152 (32,652 Humans 1,051 Dwarves [slaves in the mines] 1,299 Halfings, 150 Elves) Government: Dictatorship Ruled by Bilmir the Great. Relations: Religions: No official though there is a slight cult surrounding Bilmir the Great. Alignment: Lawful Evil (only due to Bilmir the Great tendency) Language(s): Common, it is illegal for a citizen to speak any other language. Favored Classes: Fighter, Rouge Favored Weapons: Short Sword, Dagger light crossbow Favored Armor: Leather Cultural Skill: Bluff, Hide, Move silently, and Slight of Hands Cultural Feat: Deft Hands, Improved Initiative. Technology Level: Basic Exports: Minor goods, basic trade stuff, gold, and gemstones. Economy: Bilmir the Great controls what is allowed in and out of the Haven. Monetary limit: Under the control of Bilmir the Great, the government must approve all transactions. Description: Chenal is a hive of villainy and scum, the laws are harsh and the secret police lurk everywhere. A black market and Thieves guild help the common folk survive day to day. Bilmir the Great rose to power after the previous king died in a “hunting accident” nearly all believe Bilmir the Great of orchestrating the “accident”. He quickly imposed harsh laws designed to keep him self in power, and all others in a subservient position. Life with in Chenal is harsh yet due to its position on a vein of gold and gemstones, it has great amounts of wealth, so the government is able to hire Mercenaries to put down any uprising that may take place. Mercipid (Human Elf Dominant) Population: 17,852 (8,505 Humans 8,505 Elves 842 Halfings) Government: Republic Ruled by the Grand Counsel, only magic using citizens have a voice. Relations: Religions: The Arcanite Way Alignment: True Neutral Language(s): All Favored Classes: Arcanite (new class) Favored Weapons: Staff, dagger, and sling. Favored Armor: Leather Robe, Heavy Leather Robe (New armor) Cultural Skill: Knowledge (Arcanite lore, Arcane, magic, history etc) Spellcraft. Cultural Feat: Arcanite Lore, Spell Mastery, skill focus. Technology Level: Basic Exports: Arcanite, magic. Economy: Based upon Lore and magic, all items are priced according to the will of the Grand Counsel Monetary limit: 1,000,000 (Mercipid is fabulously rich due to its magical power) Description: If Chenal is the most vial haven, then Mercipid is the most mysterious and dangerous. The city is run by Arcanites, the only remaining people capable of wielding magic. The city is build in a giant rising five pointed star pattern. There are nine wards the first ward being the smallest and the one at the top of the Haven. Each ward grows smaller in reverse numerical order (9 is the largest then 8 then 7 . . .). Each ward is build upon the previous, should the walls ever be breached, then the battle would be help in the ninth ward, if that were to fall the eight and so on. In such a manor it is believed that Mercipid is impregnable for by the time an invading army reaches the 5th ward the armies of all the other Havens would be at the gates ready to defeat them to secure the magic that the Arcanites of Mercipid proved them. The Ruling Arcanites are careful not to anger any one Haven, so as to keep their safety intact, because of this political manipulation the Grand Counsel is disliked and distrusted by the rulers of the other Havens. Numador (Dwarf Only) Population: 15,780 (15,780 Dwarves, At any given time there are members 12 of other races acting as emissaries of different Havens) Government: Monarchy King Stonefist rules his Son Ironshield Stonehammer is next in line. Relations: Religions: None Alignment: True Neutral Language(s): Dwarven, they refuse to speak any other, seeing it as one of the ultimate disgraces. Favored Classes: Fighter Favored Weapons: Any Axe or Hammer, and spear. Favored Armor: ½ plate mail or Full Plate mail, heavy steel shield, tower shield. Cultural Skill: Bluff (only used in combat), Balance, Climb, Jump, Profession (Solider, Mercenaries) and Survival. Cultural Feat: Toughens, Endurance, Diehard, Power attack cleave. Technology Level: Basic Exports: Mercenaries. Economy: They barter mercenaries for what they need, and also see mercenaries to the highest bidder. Monetary limit: 250,000 Gold Description: The Military capital of the Primrose Way. Legions of Dwarven mercenaries train endlessly here, the practice of wide open fields, in obstacle courses, marshes, forests, plains, cramped tunnels all made by Dwarves long ago. They fight monsters that Walkers have sold to them, they train day in and day out. The whole of the Numador culture is centered on War, and the perfection of their skills to that end. Should Any Haven be attacked that Haven would first send its fastest emissary with vast amounts of gold to Numador to buy the aid of Numadorian mercenaries. Many of the greatest warriors are dwarves coming from Numador. Egaia (Human, Hafling Dominant) Population: 15,750 (7,800 Human, 7,800 Hafling and 150 Dwarves) Government: Anarchy Relations: Religions: None Alignment: Chaotic Neutral Language(s): Mostly Common and Dwarven but others are spoken Favored Classes: Rogue Favored Weapons: Short sword, short bow, light crossbow, and dagger. Favored Armor: Studded leather armor, buckler. Cultural Skill: Bluff, Climb, Escape Artist, Forgery, Hide, Listen, Move Silently, Slight of Hands. Cultural Feat: Acrobatic, Agile, Athletic, Blind fight, Endurance, Diehard, Skill Focus. Technology Level: Basic Exports: Crime (and lots of it), stolen goods, slaves, any thing the Thevis Guild can move. Economy: Run by the Thieves guild Monetary limit: Depends on the merchant as there is no central government. Description: Egaia sits on the edge of a giant lake, in its depths it is rumored resides a giant monster of horrible power, no one truly knows enough to disprove or prove this though most people do give the lake a wide berth. The Haven like all others is surrounded by a high wall, but after that the Haven becomes a slum, buildings build on top of each other out of what ever is at hand. Houses are often dull gray from the soot of many fires. There is no ruling government so people are free to do what they please, though the Thieves Guild does protect its members with a vengeance, as such members often proudly wear the Guilds Symbol. Anything can be bought or sold in Egaia, in the center of the Haven is a great open air market, hear anything can be had for a price. |
| KeshFerrar04-11-07, 07:01 PM | This is an underdark setting? If so, and you have farmers (Vladaavog) you need a way for the plants to get light so they can grow. Just a nitpick I know, but I have a scientific mind. Also you should probably include in the city descriptions how they feel about the other cities: hostile, friendly, indifferent, etc. In general the opening is a decent introduction. It gives a feel for what the setting is like. But I'm still wondering if its and underdark campaign, or one with really really tall mountains. We need more info: the adventures possible, what tech level are we dealing with, etc. |
| Yayhya04-19-07, 10:18 PM | Equipment and items Coming soon . . . I promise |
| Yayhya04-30-07, 04:47 PM | Magic, Psionics and Incarnum. |
| Raven Bloodmoon05-01-07, 02:17 PM | If you need a source of nutrients or light for plants, bacteria can be a great way to go. Scientists have found bacteria growing in caves completely cut off from the surface; they gathered their nutrients by metabolizing the rock itself. Also, it is far from uncommon for creatures to be phosphorescent. Just some thoughts assuming this is an underdark setting. |
| Yayhya05-01-07, 03:37 PM | If you need a source of nutrients or light for plants, bacteria can be a great way to go. Scientists have found bacteria growing in caves completely cut off from the surface; they gathered their nutrients by metabolizing the rock itself. Also, it is far from uncommon for creatures to be phosphorescent. Just some thoughts assuming this is an underdark setting. Thanks I had forgotten about that . . . I'll include this yes. Solves some problems i never liked the sun stone idea, its been done before too many times. |